1 // SuperTux - A Jump'n Run
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/sector.hpp"
22 #include "audio/sound_manager.hpp"
23 #include "badguy/jumpy.hpp"
24 #include "lisp/list_iterator.hpp"
25 #include "math/aatriangle.hpp"
26 #include "object/background.hpp"
27 #include "object/bonus_block.hpp"
28 #include "object/brick.hpp"
29 #include "object/bullet.hpp"
30 #include "object/camera.hpp"
31 #include "object/coin.hpp"
32 #include "object/display_effect.hpp"
33 #include "object/gradient.hpp"
34 #include "object/invisible_block.hpp"
35 #include "object/particlesystem.hpp"
36 #include "object/cloud_particle_system.hpp"
37 #include "object/ghost_particle_system.hpp"
38 #include "object/snow_particle_system.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/player.hpp"
41 #include "object/portable.hpp"
42 #include "object/pulsing_light.hpp"
43 #include "object/smoke_cloud.hpp"
44 #include "object/text_object.hpp"
45 #include "object/tilemap.hpp"
46 #include "physfs/physfs_stream.hpp"
47 #include "scripting/squirrel_util.hpp"
48 #include "supertux/collision.hpp"
49 #include "supertux/constants.hpp"
50 #include "supertux/level.hpp"
51 #include "supertux/main.hpp"
52 #include "supertux/object_factory.hpp"
53 #include "supertux/spawn_point.hpp"
54 #include "supertux/tile.hpp"
55 #include "trigger/sequence_trigger.hpp"
56 #include "util/file_system.hpp"
58 Sector* Sector::_current = 0;
60 bool Sector::show_collrects = false;
61 bool Sector::draw_solids_only = false;
63 Sector::Sector(Level* parent) :
69 currentmusic(LEVEL_MUSIC),
72 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
84 add_object(new Player(player_status, "Tux"));
85 add_object(new DisplayEffect("Effect"));
86 add_object(new TextObject("Text"));
88 sound_manager->preload("sounds/shoot.wav");
90 // create a new squirrel table for the sector
91 using namespace Scripting;
93 sq_collectgarbage(global_vm);
95 sq_newtable(global_vm);
96 sq_pushroottable(global_vm);
97 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
98 throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
100 sq_resetobject(§or_table);
101 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
102 throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
103 sq_addref(global_vm, §or_table);
104 sq_pop(global_vm, 1);
109 using namespace Scripting;
113 for(ScriptList::iterator i = scripts.begin();
114 i != scripts.end(); ++i) {
115 HSQOBJECT& object = *i;
116 sq_release(global_vm, &object);
118 sq_release(global_vm, §or_table);
119 sq_collectgarbage(global_vm);
121 update_game_objects();
122 assert(gameobjects_new.size() == 0);
124 for(GameObjects::iterator i = gameobjects.begin();
125 i != gameobjects.end(); ++i) {
126 GameObject* object = *i;
127 before_object_remove(object);
131 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
143 Sector::parse_object(const std::string& name, const Reader& reader)
145 if(name == "camera") {
146 Camera* camera = new Camera(this, "Camera");
147 camera->parse(reader);
149 } else if(name == "particles-snow") {
150 SnowParticleSystem* partsys = new SnowParticleSystem();
151 partsys->parse(reader);
153 } else if(name == "particles-rain") {
154 RainParticleSystem* partsys = new RainParticleSystem();
155 partsys->parse(reader);
157 } else if(name == "particles-comets") {
158 CometParticleSystem* partsys = new CometParticleSystem();
159 partsys->parse(reader);
161 } else if(name == "particles-ghosts") {
162 GhostParticleSystem* partsys = new GhostParticleSystem();
163 partsys->parse(reader);
165 } else if(name == "particles-clouds") {
166 CloudParticleSystem* partsys = new CloudParticleSystem();
167 partsys->parse(reader);
169 } else if(name == "money") { // for compatibility with old maps
170 return new Jumpy(reader);
174 return create_object(name, reader);
175 } catch(std::exception& e) {
176 log_warning << e.what() << "" << std::endl;
183 Sector::parse(const Reader& sector)
185 bool has_background = false;
186 lisp::ListIterator iter(§or);
188 const std::string& token = iter.item();
189 if(token == "name") {
190 iter.value()->get(name);
191 } else if(token == "gravity") {
192 iter.value()->get(gravity);
193 } else if(token == "music") {
194 iter.value()->get(music);
195 } else if(token == "spawnpoint") {
196 SpawnPoint* sp = new SpawnPoint(iter.lisp());
197 spawnpoints.push_back(sp);
198 } else if(token == "init-script") {
199 iter.value()->get(init_script);
200 } else if(token == "ambient-light") {
201 std::vector<float> vColor;
202 sector.get( "ambient-light", vColor );
203 if(vColor.size() < 3) {
204 log_warning << "(ambient-light) requires a color as argument" << std::endl;
206 ambient_light = Color( vColor );
209 GameObject* object = parse_object(token, *(iter.lisp()));
211 if(dynamic_cast<Background *>(object)) {
212 has_background = true;
213 } else if(dynamic_cast<Gradient *>(object)) {
214 has_background = true;
221 if(!has_background) {
222 Gradient* gradient = new Gradient();
223 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
224 add_object(gradient);
227 update_game_objects();
229 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
233 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
234 update_game_objects();
235 add_object(new Camera(this, "Camera"));
238 update_game_objects();
242 Sector::parse_old_format(const Reader& reader)
245 reader.get("gravity", gravity);
247 std::string backgroundimage;
248 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
249 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
250 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
251 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
252 backgroundimage = "images/background/" + backgroundimage;
253 if (!PHYSFS_exists(backgroundimage.c_str())) {
254 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
255 backgroundimage = "";
260 reader.get("bkgd_speed", bgspeed);
263 Color bkgd_top, bkgd_bottom;
264 int r = 0, g = 0, b = 128;
265 reader.get("bkgd_red_top", r);
266 reader.get("bkgd_green_top", g);
267 reader.get("bkgd_blue_top", b);
268 bkgd_top.red = static_cast<float> (r) / 255.0f;
269 bkgd_top.green = static_cast<float> (g) / 255.0f;
270 bkgd_top.blue = static_cast<float> (b) / 255.0f;
272 reader.get("bkgd_red_bottom", r);
273 reader.get("bkgd_green_bottom", g);
274 reader.get("bkgd_blue_bottom", b);
275 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
276 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
277 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
279 if(backgroundimage != "") {
280 Background* background = new Background();
281 background->set_image(backgroundimage, bgspeed);
282 add_object(background);
284 Gradient* gradient = new Gradient();
285 gradient->set_gradient(bkgd_top, bkgd_bottom);
286 add_object(gradient);
289 std::string particlesystem;
290 reader.get("particle_system", particlesystem);
291 if(particlesystem == "clouds")
292 add_object(new CloudParticleSystem());
293 else if(particlesystem == "snow")
294 add_object(new SnowParticleSystem());
295 else if(particlesystem == "rain")
296 add_object(new RainParticleSystem());
298 Vector startpos(100, 170);
299 reader.get("start_pos_x", startpos.x);
300 reader.get("start_pos_y", startpos.y);
302 SpawnPoint* spawn = new SpawnPoint;
303 spawn->pos = startpos;
304 spawn->name = "main";
305 spawnpoints.push_back(spawn);
307 music = "chipdisko.ogg";
308 // skip reading music filename. It's all .ogg now, anyway
310 reader.get("music", music);
312 music = "music/" + music;
314 int width = 30, height = 15;
315 reader.get("width", width);
316 reader.get("height", height);
318 std::vector<unsigned int> tiles;
319 if(reader.get("interactive-tm", tiles)
320 || reader.get("tilemap", tiles)) {
321 TileMap* tilemap = new TileMap(level->get_tileset());
322 tilemap->set(width, height, tiles, LAYER_TILES, true);
324 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
325 for(size_t x=0; x < tilemap->get_width(); ++x) {
326 for(size_t y=0; y < tilemap->get_height(); ++y) {
327 uint32_t id = tilemap->get_tile_id(x, y);
329 tilemap->change(x, y, 1311);
333 if (height < 19) tilemap->resize(width, 19);
337 if(reader.get("background-tm", tiles)) {
338 TileMap* tilemap = new TileMap(level->get_tileset());
339 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
340 if (height < 19) tilemap->resize(width, 19);
344 if(reader.get("foreground-tm", tiles)) {
345 TileMap* tilemap = new TileMap(level->get_tileset());
346 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
348 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
349 if (height < 19) tilemap->resize(width, 19, 2035);
354 // read reset-points (now spawn-points)
355 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
357 lisp::ListIterator iter(resetpoints);
359 if(iter.item() == "point") {
361 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
363 SpawnPoint* sp = new SpawnPoint;
366 spawnpoints.push_back(sp);
369 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
375 const lisp::Lisp* objects = reader.get_lisp("objects");
377 lisp::ListIterator iter(objects);
379 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
383 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
389 Camera* camera = new Camera(this, "Camera");
392 update_game_objects();
394 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
397 update_game_objects();
401 Sector::fix_old_tiles()
403 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
404 TileMap* solids = *i;
405 for(size_t x=0; x < solids->get_width(); ++x) {
406 for(size_t y=0; y < solids->get_height(); ++y) {
407 uint32_t id = solids->get_tile_id(x, y);
408 const Tile *tile = solids->get_tile(x, y);
409 Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
412 add_object(new InvisibleBlock(pos));
413 solids->change(x, y, 0);
414 } else if(tile->getAttributes() & Tile::COIN) {
415 add_object(new Coin(pos));
416 solids->change(x, y, 0);
417 } else if(tile->getAttributes() & Tile::FULLBOX) {
418 add_object(new BonusBlock(pos, tile->getData()));
419 solids->change(x, y, 0);
420 } else if(tile->getAttributes() & Tile::BRICK) {
421 add_object(new Brick(pos, tile->getData()));
422 solids->change(x, y, 0);
423 } else if(tile->getAttributes() & Tile::GOAL) {
424 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
425 add_object(new SequenceTrigger(pos, sequence));
426 solids->change(x, y, 0);
432 // add lights for special tiles
433 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
434 TileMap* tm = dynamic_cast<TileMap*>(*i);
436 for(size_t x=0; x < tm->get_width(); ++x) {
437 for(size_t y=0; y < tm->get_height(); ++y) {
438 uint32_t id = tm->get_tile_id(x, y);
439 Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
440 Vector center(pos.x + 16, pos.y + 16);
444 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
445 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
448 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
449 // space lights a bit
450 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
451 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
452 || ((x % 3 == 0) && (y % 3 == 0))) {
453 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
454 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
465 Sector::run_script(std::istream& in, const std::string& sourcename)
467 using namespace Scripting;
469 // garbage collect thread list
470 for(ScriptList::iterator i = scripts.begin();
471 i != scripts.end(); ) {
472 HSQOBJECT& object = *i;
473 HSQUIRRELVM vm = object_to_vm(object);
475 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
476 sq_release(global_vm, &object);
477 i = scripts.erase(i);
484 HSQOBJECT object = create_thread(global_vm);
485 scripts.push_back(object);
487 HSQUIRRELVM vm = object_to_vm(object);
489 // set sector_table as roottable for the thread
490 sq_pushobject(vm, sector_table);
494 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
495 } catch(std::exception& e) {
496 log_warning << "Error running script: " << e.what() << std::endl;
503 Sector::add_object(GameObject* object)
505 // make sure the object isn't already in the list
507 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
510 assert("object already added to sector" == 0);
513 for(GameObjects::iterator i = gameobjects_new.begin();
514 i != gameobjects_new.end(); ++i) {
516 assert("object already added to sector" == 0);
522 gameobjects_new.push_back(object);
526 Sector::activate(const std::string& spawnpoint)
529 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
531 if((*i)->name == spawnpoint) {
537 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
538 if(spawnpoint != "main") {
541 activate(Vector(0, 0));
549 Sector::activate(const Vector& player_pos)
551 if(_current != this) {
553 _current->deactivate();
556 // register sectortable as sector in scripting
557 HSQUIRRELVM vm = Scripting::global_vm;
558 sq_pushroottable(vm);
559 sq_pushstring(vm, "sector", -1);
560 sq_pushobject(vm, sector_table);
561 if(SQ_FAILED(sq_createslot(vm, -3)))
562 throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
565 for(GameObjects::iterator i = gameobjects.begin();
566 i != gameobjects.end(); ++i) {
567 GameObject* object = *i;
574 // spawn smalltux below spawnpoint
575 if (!player->is_big()) {
576 player->move(player_pos + Vector(0,32));
578 player->move(player_pos);
581 // spawning tux in the ground would kill him
582 if(!is_free_of_tiles(player->get_bbox())) {
583 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
584 Vector npos = player->get_bbox().p1;
589 camera->reset(player->get_pos());
590 update_game_objects();
592 //Run default.nut just before init script
593 //Check to see if it's in a levelset (info file)
594 std::string basedir = FileSystem::dirname(get_level()->filename);
595 if(PHYSFS_exists((basedir + "/info").c_str())) {
597 IFileStream in(basedir + "/default.nut");
598 run_script(in, "default.nut");
599 } catch(std::exception& ) {
600 // doesn't exist or erroneous; do nothing
605 if(init_script != "") {
606 std::istringstream in(init_script);
607 run_script(in, "init-script");
617 // remove sector entry from global vm
618 HSQUIRRELVM vm = Scripting::global_vm;
619 sq_pushroottable(vm);
620 sq_pushstring(vm, "sector", -1);
621 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
622 throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
625 for(GameObjects::iterator i = gameobjects.begin();
626 i != gameobjects.end(); ++i) {
627 GameObject* object = *i;
629 try_unexpose(object);
637 Sector::get_active_region()
640 camera->get_translation() - Vector(1600, 1200),
641 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
645 Sector::update(float elapsed_time)
647 player->check_bounds(camera);
650 for(GameObjects::iterator i = gameobjects.begin();
651 i != gameobjects.end(); ++i) {
652 GameObject* object = *i;
653 if(!object->is_valid())
656 object->update(elapsed_time);
659 /* Handle all possible collisions. */
661 update_game_objects();
665 Sector::update_game_objects()
667 /** cleanup marked objects */
668 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
669 i != gameobjects.end(); /* nothing */) {
670 GameObject* object = *i;
672 if(object->is_valid()) {
677 before_object_remove(object);
680 i = gameobjects.erase(i);
683 /* add newly created objects */
684 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
685 i != gameobjects_new.end(); ++i)
687 GameObject* object = *i;
689 before_object_add(object);
691 gameobjects.push_back(object);
693 gameobjects_new.clear();
695 /* update solid_tilemaps list */
696 //FIXME: this could be more efficient
697 solid_tilemaps.clear();
698 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
699 i != gameobjects.end(); ++i)
701 TileMap* tm = dynamic_cast<TileMap*>(*i);
703 if (tm->is_solid()) solid_tilemaps.push_back(tm);
709 Sector::before_object_add(GameObject* object)
711 Bullet* bullet = dynamic_cast<Bullet*> (object);
713 bullets.push_back(bullet);
716 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
717 if(movingobject != NULL) {
718 moving_objects.push_back(movingobject);
721 Portable* portable = dynamic_cast<Portable*> (object);
722 if(portable != NULL) {
723 portables.push_back(portable);
726 TileMap* tilemap = dynamic_cast<TileMap*> (object);
727 if(tilemap != NULL && tilemap->is_solid()) {
728 solid_tilemaps.push_back(tilemap);
731 Camera* camera = dynamic_cast<Camera*> (object);
733 if(this->camera != 0) {
734 log_warning << "Multiple cameras added. Ignoring" << std::endl;
737 this->camera = camera;
740 Player* player = dynamic_cast<Player*> (object);
742 if(this->player != 0) {
743 log_warning << "Multiple players added. Ignoring" << std::endl;
746 this->player = player;
749 DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
751 if(this->effect != 0) {
752 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
755 this->effect = effect;
758 if(_current == this) {
766 Sector::try_expose(GameObject* object)
768 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
769 if(interface != NULL) {
770 HSQUIRRELVM vm = Scripting::global_vm;
771 sq_pushobject(vm, sector_table);
772 interface->expose(vm, -1);
778 Sector::try_expose_me()
780 HSQUIRRELVM vm = Scripting::global_vm;
781 sq_pushobject(vm, sector_table);
782 Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
783 expose_object(vm, -1, interface, "settings", false);
788 Sector::before_object_remove(GameObject* object)
790 Portable* portable = dynamic_cast<Portable*> (object);
791 if(portable != NULL) {
792 portables.erase(std::find(portables.begin(), portables.end(), portable));
794 Bullet* bullet = dynamic_cast<Bullet*> (object);
796 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
798 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
799 if(moving_object != NULL) {
800 moving_objects.erase(
801 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
805 try_unexpose(object);
809 Sector::try_unexpose(GameObject* object)
811 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
812 if(interface != NULL) {
813 HSQUIRRELVM vm = Scripting::global_vm;
814 SQInteger oldtop = sq_gettop(vm);
815 sq_pushobject(vm, sector_table);
817 interface->unexpose(vm, -1);
818 } catch(std::exception& e) {
819 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
821 sq_settop(vm, oldtop);
826 Sector::try_unexpose_me()
828 HSQUIRRELVM vm = Scripting::global_vm;
829 SQInteger oldtop = sq_gettop(vm);
830 sq_pushobject(vm, sector_table);
832 Scripting::unexpose_object(vm, -1, "settings");
833 } catch(std::exception& e) {
834 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
836 sq_settop(vm, oldtop);
839 Sector::draw(DrawingContext& context)
841 context.set_ambient_color( ambient_light );
842 context.push_transform();
843 context.set_translation(camera->get_translation());
845 for(GameObjects::iterator i = gameobjects.begin();
846 i != gameobjects.end(); ++i) {
847 GameObject* object = *i;
848 if(!object->is_valid())
851 if (draw_solids_only)
853 TileMap* tm = dynamic_cast<TileMap*>(object);
854 if (tm && !tm->is_solid())
858 object->draw(context);
862 Color col(0.2f, 0.2f, 0.2f, 0.7f);
863 for(MovingObjects::iterator i = moving_objects.begin();
864 i != moving_objects.end(); ++i) {
865 MovingObject* object = *i;
866 const Rect& rect = object->get_bbox();
868 context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
872 context.pop_transform();
875 /*-------------------------------------------------------------------------
876 * Collision Detection
877 *-------------------------------------------------------------------------*/
879 /** r1 is supposed to be moving, r2 a solid object */
880 void check_collisions(collision::Constraints* constraints,
881 const Vector& movement, const Rect& r1, const Rect& r2,
882 GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
884 if(!collision::intersects(r1, r2))
887 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
889 if(other != NULL && !other->collides(*object, dummy))
891 if(moving_object != NULL && !moving_object->collides(*other, dummy))
894 // calculate intersection
895 float itop = r1.get_bottom() - r2.get_top();
896 float ibottom = r2.get_bottom() - r1.get_top();
897 float ileft = r1.get_right() - r2.get_left();
898 float iright = r2.get_right() - r1.get_left();
900 if(fabsf(movement.y) > fabsf(movement.x)) {
901 if(ileft < SHIFT_DELTA) {
902 constraints->right = std::min(constraints->right, r2.get_left());
904 } else if(iright < SHIFT_DELTA) {
905 constraints->left = std::max(constraints->left, r2.get_right());
909 // shiftout bottom/top
910 if(itop < SHIFT_DELTA) {
911 constraints->bottom = std::min(constraints->bottom, r2.get_top());
913 } else if(ibottom < SHIFT_DELTA) {
914 constraints->top = std::max(constraints->top, r2.get_bottom());
919 constraints->ground_movement += addl_ground_movement;
921 HitResponse response = other->collision(*object, dummy);
922 if(response == PASSTHROUGH)
925 if(other->get_movement() != Vector(0, 0)) {
926 // TODO what todo when we collide with 2 moving objects?!?
927 constraints->ground_movement = other->get_movement();
931 float vert_penetration = std::min(itop, ibottom);
932 float horiz_penetration = std::min(ileft, iright);
933 if(vert_penetration < horiz_penetration) {
935 constraints->bottom = std::min(constraints->bottom, r2.get_top());
936 constraints->hit.bottom = true;
938 constraints->top = std::max(constraints->top, r2.get_bottom());
939 constraints->hit.top = true;
943 constraints->right = std::min(constraints->right, r2.get_left());
944 constraints->hit.right = true;
946 constraints->left = std::max(constraints->left, r2.get_right());
947 constraints->hit.left = true;
953 Sector::collision_tilemap(collision::Constraints* constraints,
954 const Vector& movement, const Rect& dest) const
956 // calculate rectangle where the object will move
957 float x1 = dest.get_left();
958 float x2 = dest.get_right();
959 float y1 = dest.get_top();
960 float y2 = dest.get_bottom();
962 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
963 TileMap* solids = *i;
965 // test with all tiles in this rectangle
966 int starttilex = int(x1 - solids->get_x_offset()) / 32;
967 int starttiley = int(y1 - solids->get_y_offset()) / 32;
968 int max_x = int(x2 - solids->get_x_offset());
969 int max_y = int(y2+1 - solids->get_y_offset());
971 for(int x = starttilex; x*32 < max_x; ++x) {
972 for(int y = starttiley; y*32 < max_y; ++y) {
973 const Tile* tile = solids->get_tile(x, y);
976 // skip non-solid tiles
977 if((tile->getAttributes() & Tile::SOLID) == 0)
979 // only handle unisolid when the player is falling down and when he was
980 // above the tile before
981 if(tile->getAttributes() & Tile::UNISOLID) {
982 if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
986 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
988 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
989 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
990 triangle = AATriangle(p1, p2, tile->getData());
992 collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
993 } else { // normal rectangular tile
994 Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
995 check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
1003 Sector::collision_tile_attributes(const Rect& dest) const
1005 float x1 = dest.p1.x;
1006 float y1 = dest.p1.y;
1007 float x2 = dest.p2.x;
1008 float y2 = dest.p2.y + SHIFT_DELTA;
1010 uint32_t result = 0;
1011 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1012 TileMap* solids = *i;
1014 // test with all tiles in this rectangle
1015 int starttilex = int(x1 - solids->get_x_offset()) / 32;
1016 int starttiley = int(y1 - solids->get_y_offset()) / 32;
1017 int max_x = int(x2 - solids->get_x_offset());
1018 int max_y = int(y2+1 - solids->get_y_offset());
1020 for(int x = starttilex; x*32 < max_x; ++x) {
1021 for(int y = starttiley; y*32 < max_y; ++y) {
1022 const Tile* tile = solids->get_tile(x, y);
1025 result |= tile->getAttributes();
1033 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1034 static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
1037 float itop = r1.get_bottom() - r2.get_top();
1038 float ibottom = r2.get_bottom() - r1.get_top();
1039 float ileft = r1.get_right() - r2.get_left();
1040 float iright = r2.get_right() - r1.get_left();
1042 float vert_penetration = std::min(itop, ibottom);
1043 float horiz_penetration = std::min(ileft, iright);
1044 if(vert_penetration < horiz_penetration) {
1045 if(itop < ibottom) {
1047 normal.y = vert_penetration;
1050 normal.y = -vert_penetration;
1053 if(ileft < iright) {
1055 normal.x = horiz_penetration;
1058 normal.x = -horiz_penetration;
1064 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1066 using namespace collision;
1068 const Rect& r1 = object1->dest;
1069 const Rect& r2 = object2->dest;
1072 if(intersects(object1->dest, object2->dest)) {
1074 get_hit_normal(r1, r2, hit, normal);
1076 if(!object1->collides(*object2, hit))
1078 std::swap(hit.left, hit.right);
1079 std::swap(hit.top, hit.bottom);
1080 if(!object2->collides(*object1, hit))
1082 std::swap(hit.left, hit.right);
1083 std::swap(hit.top, hit.bottom);
1085 HitResponse response1 = object1->collision(*object2, hit);
1086 std::swap(hit.left, hit.right);
1087 std::swap(hit.top, hit.bottom);
1088 HitResponse response2 = object2->collision(*object1, hit);
1089 if(response1 == CONTINUE && response2 == CONTINUE) {
1090 normal *= (0.5 + DELTA);
1091 object1->dest.move(-normal);
1092 object2->dest.move(normal);
1093 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1094 normal *= (1 + DELTA);
1095 object1->dest.move(-normal);
1096 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1097 normal *= (1 + DELTA);
1098 object2->dest.move(normal);
1104 Sector::collision_static(collision::Constraints* constraints,
1105 const Vector& movement, const Rect& dest,
1108 collision_tilemap(constraints, movement, dest);
1110 // collision with other (static) objects
1111 for(MovingObjects::iterator i = moving_objects.begin();
1112 i != moving_objects.end(); ++i) {
1113 MovingObject* moving_object = *i;
1114 if(moving_object->get_group() != COLGROUP_STATIC
1115 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1117 if(!moving_object->is_valid())
1120 if(moving_object != &object)
1121 check_collisions(constraints, movement, dest, moving_object->bbox,
1122 &object, moving_object);
1127 Sector::collision_static_constrains(MovingObject& object)
1129 using namespace collision;
1130 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1132 Constraints constraints;
1133 Vector movement = object.get_movement();
1134 Rect& dest = object.dest;
1135 float owidth = object.get_bbox().get_width();
1136 float oheight = object.get_bbox().get_height();
1138 for(int i = 0; i < 2; ++i) {
1139 collision_static(&constraints, Vector(0, movement.y), dest, object);
1140 if(!constraints.has_constraints())
1143 // apply calculated horizontal constraints
1144 if(constraints.bottom < infinity) {
1145 float height = constraints.bottom - constraints.top;
1146 if(height < oheight) {
1147 // we're crushed, but ignore this for now, we'll get this again
1148 // later if we're really crushed or things will solve itself when
1149 // looking at the vertical constraints
1151 dest.p2.y = constraints.bottom - DELTA;
1152 dest.p1.y = dest.p2.y - oheight;
1153 } else if(constraints.top > -infinity) {
1154 dest.p1.y = constraints.top + DELTA;
1155 dest.p2.y = dest.p1.y + oheight;
1158 if(constraints.has_constraints()) {
1159 if(constraints.hit.bottom) {
1160 dest.move(constraints.ground_movement);
1162 if(constraints.hit.top || constraints.hit.bottom) {
1163 constraints.hit.left = false;
1164 constraints.hit.right = false;
1165 object.collision_solid(constraints.hit);
1169 constraints = Constraints();
1170 for(int i = 0; i < 2; ++i) {
1171 collision_static(&constraints, movement, dest, object);
1172 if(!constraints.has_constraints())
1175 // apply calculated vertical constraints
1176 if(constraints.right < infinity) {
1177 float width = constraints.right - constraints.left;
1178 if(width + SHIFT_DELTA < owidth) {
1180 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1181 constraints.left, constraints.right);
1187 object.collision_solid(h);
1189 dest.p2.x = constraints.right - DELTA;
1190 dest.p1.x = dest.p2.x - owidth;
1192 } else if(constraints.left > -infinity) {
1193 dest.p1.x = constraints.left + DELTA;
1194 dest.p2.x = dest.p1.x + owidth;
1198 if(constraints.has_constraints()) {
1199 if( constraints.hit.left || constraints.hit.right
1200 || constraints.hit.top || constraints.hit.bottom
1201 || constraints.hit.crush )
1202 object.collision_solid(constraints.hit);
1205 // an extra pass to make sure we're not crushed horizontally
1206 constraints = Constraints();
1207 collision_static(&constraints, movement, dest, object);
1208 if(constraints.bottom < infinity) {
1209 float height = constraints.bottom - constraints.top;
1210 if(height + SHIFT_DELTA < oheight) {
1212 printf("Object %p crushed vertically...\n", &object);
1218 object.collision_solid(h);
1224 const float MAX_SPEED = 16.0f;
1228 Sector::handle_collisions()
1230 using namespace collision;
1232 // calculate destination positions of the objects
1233 for(MovingObjects::iterator i = moving_objects.begin();
1234 i != moving_objects.end(); ++i) {
1235 MovingObject* moving_object = *i;
1236 Vector mov = moving_object->get_movement();
1238 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1239 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1240 moving_object->movement = mov.unit() * MAX_SPEED;
1241 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1244 moving_object->dest = moving_object->get_bbox();
1245 moving_object->dest.move(moving_object->get_movement());
1248 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1249 for(MovingObjects::iterator i = moving_objects.begin();
1250 i != moving_objects.end(); ++i) {
1251 MovingObject* moving_object = *i;
1252 if((moving_object->get_group() != COLGROUP_MOVING
1253 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1254 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1255 || !moving_object->is_valid())
1258 collision_static_constrains(*moving_object);
1261 // part2: COLGROUP_MOVING vs tile attributes
1262 for(MovingObjects::iterator i = moving_objects.begin();
1263 i != moving_objects.end(); ++i) {
1264 MovingObject* moving_object = *i;
1265 if((moving_object->get_group() != COLGROUP_MOVING
1266 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1267 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1268 || !moving_object->is_valid())
1271 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1272 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
1273 moving_object->collision_tile(tile_attributes);
1277 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1278 for(MovingObjects::iterator i = moving_objects.begin();
1279 i != moving_objects.end(); ++i) {
1280 MovingObject* moving_object = *i;
1281 if((moving_object->get_group() != COLGROUP_MOVING
1282 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1283 || !moving_object->is_valid())
1286 for(MovingObjects::iterator i2 = moving_objects.begin();
1287 i2 != moving_objects.end(); ++i2) {
1288 MovingObject* moving_object_2 = *i2;
1289 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1290 || !moving_object_2->is_valid())
1293 if(intersects(moving_object->dest, moving_object_2->dest)) {
1296 get_hit_normal(moving_object->dest, moving_object_2->dest,
1298 if(!moving_object->collides(*moving_object_2, hit))
1300 if(!moving_object_2->collides(*moving_object, hit))
1303 moving_object->collision(*moving_object_2, hit);
1304 moving_object_2->collision(*moving_object, hit);
1309 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1310 for(MovingObjects::iterator i = moving_objects.begin();
1311 i != moving_objects.end(); ++i) {
1312 MovingObject* moving_object = *i;
1314 if((moving_object->get_group() != COLGROUP_MOVING
1315 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1316 || !moving_object->is_valid())
1319 for(MovingObjects::iterator i2 = i+1;
1320 i2 != moving_objects.end(); ++i2) {
1321 MovingObject* moving_object_2 = *i2;
1322 if((moving_object_2->get_group() != COLGROUP_MOVING
1323 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1324 || !moving_object_2->is_valid())
1327 collision_object(moving_object, moving_object_2);
1331 // apply object movement
1332 for(MovingObjects::iterator i = moving_objects.begin();
1333 i != moving_objects.end(); ++i) {
1334 MovingObject* moving_object = *i;
1336 moving_object->bbox = moving_object->dest;
1337 moving_object->movement = Vector(0, 0);
1342 Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
1344 using namespace collision;
1346 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1347 TileMap* solids = *i;
1349 // test with all tiles in this rectangle
1350 int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
1351 int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
1352 int max_x = int(rect.p2.x - solids->get_x_offset());
1353 int max_y = int(rect.p2.y - solids->get_y_offset());
1355 for(int x = starttilex; x*32 <= max_x; ++x) {
1356 for(int y = starttiley; y*32 <= max_y; ++y) {
1357 const Tile* tile = solids->get_tile(x, y);
1359 if(tile->getAttributes() & Tile::SLOPE) {
1360 AATriangle triangle;
1361 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
1362 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
1363 triangle = AATriangle(p1, p2, tile->getData());
1364 Constraints constraints;
1365 if(collision::rectangle_aatriangle(&constraints, rect, triangle) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
1367 if((tile->getAttributes() & Tile::SOLID) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
1376 Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1378 using namespace collision;
1380 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1382 for(MovingObjects::const_iterator i = moving_objects.begin();
1383 i != moving_objects.end(); ++i) {
1384 const MovingObject* moving_object = *i;
1385 if (moving_object == ignore_object) continue;
1386 if (!moving_object->is_valid()) continue;
1387 if (moving_object->get_group() == COLGROUP_STATIC) {
1388 if(intersects(rect, moving_object->get_bbox())) return false;
1396 Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
1398 using namespace collision;
1400 if (!is_free_of_tiles(rect)) return false;
1402 for(MovingObjects::const_iterator i = moving_objects.begin();
1403 i != moving_objects.end(); ++i) {
1404 const MovingObject* moving_object = *i;
1405 if (moving_object == ignore_object) continue;
1406 if (!moving_object->is_valid()) continue;
1407 if ((moving_object->get_group() == COLGROUP_MOVING)
1408 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1409 || (moving_object->get_group() == COLGROUP_STATIC)) {
1410 if(intersects(rect, moving_object->get_bbox())) return false;
1418 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
1420 // TODO remove this function and move these checks elsewhere...
1422 Bullet* new_bullet = 0;
1423 if((player_status->bonus == FIRE_BONUS &&
1424 (int)bullets.size() >= player_status->max_fire_bullets) ||
1425 (player_status->bonus == ICE_BONUS &&
1426 (int)bullets.size() >= player_status->max_ice_bullets))
1428 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1429 add_object(new_bullet);
1431 sound_manager->play("sounds/shoot.wav");
1437 Sector::add_smoke_cloud(const Vector& pos)
1439 add_object(new SmokeCloud(pos));
1444 Sector::play_music(MusicType type)
1446 currentmusic = type;
1447 switch(currentmusic) {
1449 sound_manager->play_music(music);
1452 sound_manager->play_music("music/invincible.music");
1454 case HERRING_WARNING_MUSIC:
1455 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1458 sound_manager->play_music("");
1464 Sector::get_music_type()
1466 return currentmusic;
1470 Sector::get_total_badguys()
1472 int total_badguys = 0;
1473 for(GameObjects::iterator i = gameobjects.begin();
1474 i != gameobjects.end(); ++i) {
1475 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1476 if (badguy && badguy->countMe)
1480 return total_badguys;
1484 Sector::inside(const Rect& rect) const
1486 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1487 TileMap* solids = *i;
1488 bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
1489 bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
1491 if (horizontally && vertically)
1498 Sector::get_width() const
1501 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1502 i != solid_tilemaps.end(); i++) {
1503 TileMap* solids = *i;
1504 if ((solids->get_width() * 32 + solids->get_x_offset()) > width) {
1505 width = solids->get_width() * 32 + solids->get_x_offset();
1513 Sector::get_height() const
1516 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1517 i != solid_tilemaps.end(); i++) {
1518 TileMap* solids = *i;
1519 if ((solids->get_height() * 32 + solids->get_y_offset()) > height) {
1520 height = solids->get_height() * 32 + solids->get_y_offset();
1528 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1530 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1531 TileMap* solids = *i;
1532 solids->change_all(old_tile_id, new_tile_id);
1537 Sector::set_ambient_light(float red, float green, float blue)
1539 ambient_light.red = red;
1540 ambient_light.green = green;
1541 ambient_light.blue = blue;
1545 Sector::get_ambient_red()
1547 return ambient_light.red;
1551 Sector::get_ambient_green()
1553 return ambient_light.green;
1557 Sector::get_ambient_blue()
1559 return ambient_light.blue;
1563 Sector::set_gravity(float gravity)
1565 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1566 this->gravity = gravity;
1570 Sector::get_gravity() const